Beispiel #1
0
//static
void LLDrawPoolBump::beginShiny(bool invisible)
{
	LLFastTimer t(FTM_RENDER_SHINY);
	if ((!invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_SHINY))|| 
		(invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)))
	{
		return;
	}

	mShiny = TRUE;
	sVertexMask = VERTEX_MASK_SHINY;
	// Second pass: environment map
	if (!invisible && mVertexShaderLevel > 1)
	{
		sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
	}
	
	if (getVertexShaderLevel() > 0)
	{
		shader = &gObjectSimpleProgram[LLPipeline::sUnderWaterRender<<SHD_WATER_BIT | 1<<SHD_SHINY_BIT];
		shader->bind();
	}
	else
	{
		shader = NULL;
	}

	bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible);

	if (mVertexShaderLevel > 1)
	{ //indexed texture rendering, channel 0 is always diffuse
		diffuse_channel = 0;
	}
}
//static
void LLDrawPoolBump::beginShiny(bool invisible)
{
	LLFastTimer t(LLFastTimer::FTM_RENDER_SHINY);
	if ((!invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_SHINY))|| 
		(invisible && !gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY)))
	{
		return;
	}

	mShiny = TRUE;
	sVertexMask = VERTEX_MASK_SHINY;
	// Second pass: environment map
	if (!invisible && mVertexShaderLevel > 1)
	{
		sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
	}
	
	if (getVertexShaderLevel() > 0)
	{
		if (LLPipeline::sUnderWaterRender)
		{
			shader = &gObjectShinyWaterProgram;
		}
		else
		{
			shader = &gObjectShinyProgram;
		}
		shader->bind();
	}
	else
	{
		shader = NULL;
	}

	bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible);
}